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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Practices, and Student Achievement in the Context of
the Responsive Classroom Approach. American
Educational Research Journal</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>A gamified Experience for Motivating Students to Learn Literature</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Ana Moya TECNALIA Derio</string-name>
          <email>Leire.Bastida@tecnalia.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Spain Ana.Moya@tecnalia.com</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>ACM Classification Keywords H.5.m. Information interfaces and presentation: Usercentered design; Prototyping</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Author Keywords Gamification</institution>
          ,
          <addr-line>Storytelling, Learning Methods</addr-line>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Leire Bastida TECNALIA Derio</institution>
          ,
          <country country="ES">Spain</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>Sara Menchaca Avellaneda School Sodupe</institution>
          ,
          <country country="ES">Spain</country>
        </aff>
      </contrib-group>
      <volume>52</volume>
      <issue>4</issue>
      <abstract>
        <p>This paper describes a new teaching approach based on gamification with the following goals: to promote the learning of Spanish Literature to non-motivated third-year high school students and to provide teachers with an effective method based on game design techniques to teach Literature. A complete gamification experience has been developed to provide the most effective gamified learning experience able to awake the interest of the students in Literature, while assuring the knowledge retention of the concepts in higher grades. The experience was validated among a group of 20 students of 14-15 years-old with very interesting and promising conclusions: students' and teacher's motivation were increasing along the experience and the students' final marks on the subject were 20% better that the same subject the year before.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>Motivation,</p>
      <p>Engagement,</p>
      <p>
        INTRODUCTION
Learning is defined as an increase, through experience, of
the ability to gain goals despite obstacles [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. A more
extended definition describes learning as the process of
acquiring knowledge, skills, values and attitudes, made
possible through study, teaching or experience [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
Part of this knowledge is gained through the educational
environment. For that reason, the educational system must
guarantee that every student can develop his/her full
potential regarding learning. Each learner is unique and has
unique learning experiences. What motivates learning, what
triggers curiosity, and which tools and techniques could
enhance learning are different for each learner. Students
need effective and interactive experiences that motivate
and actively engage them in the learning process.
According to several studies, we can classify the factors
that affect the student achievement in learning in two
perspectives: student and teacher. From the student
perspective we can find, among others, the motivation
factor [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. From the teacher perspective, we can find the
learning model factor, the quality factor [4] and the
attitude factor [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
      </p>
      <p>This paper describes a new teaching approach based on
gamification to provide students with a motivated and
engaging experience to learn Spanish Literature while
supporting teachers with an effective method to teach it in
order to get better achievements of students in learning. The
following sections provide a detailed description of this
gamified experience and the results obtained.</p>
      <p>
        TEACHING AND LEARNING METHODS
Learning does not mean only memorization but also
acquiring the skills and competences to learn how to
think and perform in order to face real-world challenges
[
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. In the learning process, motivation plays a relevant
and important role. Motivation is related to what moves
people to act and why people think and do what they do.
When motivation is applied to education, it is focused on
increasing the interest of students in learning by balancing
intrinsic motivation (driven by internal rewards) [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] and
extrinsic motivation (driven by desired external rewards).
Some recent studies show that students who are motivated
in their studies are engaged by four goals: success,
curiosity, originality and positive social relations [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
Both, teachers and students, despise repetitive work, that
required little or no thought, and that was forced on them by
others. Engaging learning stimulates their curiosity,
allowing students and also teachers to express their
creativity and foster positive relationships with others, by
living different experiences.
      </p>
      <p>
        Students who are engaged exhibit three characteristics: (i)
they are interested in their studies, (ii) they try to do the
best despite obstacles, and (iii) they feel happy and
satisfied, sharing their emotions with others, when they
achieve the goal [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. This is because students learn by
thinking, feeling and doing and the process of learning
results from the involvement of the student in the
experiences created by the teacher. As Confucius, an
ancient Chinese philosopher, said: “Tell me and I will
forget, show me and I may remember, involve me and I will
understand”.
      </p>
      <p>In order to provide students with higher doses of motivation
and willingness to learn, innovative, creative and
technological strategies for content provision should be
applied. Gamified learning approach provides a good
opportunity to develop experiences making learning more
effective, efficient and enjoyable. However, in the domain
of teaching Literature, no recent research works or
initiatives can be found using gamification to design and
develop experiences to be compared with the work
presented in this paper.</p>
      <p>
        GAMIFICATION FOR STUDENTS´ENGAGEMENT
Gamification is the usage of game-based mechanics,
aesthetics and game thinking to engage people, motivate
action, promote learning, and solve problems [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. Thus,
gamification is the application of the laws of game design
to improve the user experience, in such a way that it
becomes a "memorable" experience, making use of the
following elements: tell me a good story (storytelling),
include the most appropriate aesthetics and adapt it to the
final client (aesthetics), implement it on the platforms
where "it resides" (transmedia) and do not forget a good set
of balanced rules that come from of the design of games
that are based on pleasures to offer. The gamification
strategy selects the appropriate game elements to drive the
designed mechanics and dynamics by implementing
engagement factors so that the experience guarantees the
initial participation of students in the experience (the
onboarding phase) and maintain in the experience
(balancing phase). Narrative and storytelling usually
involve people both on the cognitive level (to make sense of
story content) and on the emotional one (by focusing on
characters’ feelings, traits, moods and intentions); a story
can entail also sensory or spatial immersion if it is narrated
by mixing multiple delivery channels or involves a person
to take part in it (e.g. by role playing). This explains the
high immersive potential of narrative and storytelling
providing multiple opportunities for the users to get
engaged in many ways in a story and consequently in its
(possible) learning contents. Such “narrative immersion”
can profitably be exploited both to create engaging games
and to support learning at both cognitive and motivational
level. This is why a core part in gamification approach is
storytelling, which we explain in detail in next section.
GAMIFICATION STRATEGY TO LEARN SPANISH
LITERATURE
In order to create the best experience in the context of
Spanish Literature subject by using gamification it was
essential to develop a complete gamification strategy
project covering the following elements: establish the
objective to achieve with the gamification with the results
and measurable indicators; set up the target group with
its characteristics and preferences; select the dynamics
related to the motivators, the mechanics, related to the
actions to carry on the experience that were translated into
the game elements. The storytelling associated, and the
aesthetics are the most creative part of the experience
which create the special glue that link all the parts of the
experience. A total of two working months were needed to
design the whole experience involving two
gamification/game design experts and the literature teacher.
The gamification strategy was designed using as basis the
gamification framework (including different approaches
and techniques explained later) that the gamification
experts applied due to their knowledge and previous
expertise.
      </p>
      <p>This gamification project developed to learn Spanish
Literature had a clear objective: motivate students in the
Spanish Literature learning process to improve their
knowledge and retain it to higher courses, and also, to
improve teamwork, the spirit of collaboration and the
sense of belonging to a group. For doing so, the gamified
experience was validated among this target group: 12 girls
and 8 boys of the third-year of high school (14-15
yearsold), whose objective in the experience was to find four
stolen literary works and the thief of that robbery. The
results were measured through three predefined indicators:
(i) level of participation in the experience, (ii) level of
motivation and (iii) student's final subject mark. A complete
instructional design was developed as a guide for the
teacher with the activities to be carried out in class based on
the gamification strategy, covering 22 class-hours of
Literature distributed in two quarters.</p>
      <p>The previous target group were deeply studied (by asking to
the teacher involved) in order to know how they were, what
they liked and hated to provide them with the most engaged
experience to achieve the specific objective. A summary of
the profile of the students was as follows: five of the girls
were very competitive and they liked passing the subject
with a very good mark. As general, girls were more mature
than boys. Boys were not so competitive, and they were
worried only to pass the subject. So, four groups were made
with five students in each mixing girls and boys and
distributing competitive girls among the groups.</p>
      <p>
        The dynamics (motivators) selected (according to 16
motivators of Steven Reiss [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] to generate intrinsic
motivation among this group of students were:


      </p>
      <p>Acceptance: To cover the need to feel approved by the
group and gain recognition from others.</p>
      <p>Curiosity: To discover and cover the need to learn new
things and to know the following challenges to be made
within the experience.
 Independence: Ability to decide how to respond to the
proposed challenges and to learn autonomously.
</p>
      <p>Collect: Students are motivated to collect things as they
progress through the experience. This can be points,
badged or simply information to help decipher a






</p>
      <p>Achieve feeling of completing things (Independence):
give students the constant feeling of ending things
through progress bars, to-do lists, achievements and
levels.</p>
      <p>Gain recognition for achievements (Acceptance,
Social Contact, Status): a system of achievements
provides a sense of success and the opportunity to be
recognized, both by team members and by the teacher.
Gathering knowledge (Learning) and progressing
(Curiosity, Social Contact and Status): the student learns
and progresses with respect to the knowledge he or she
is getting by facing the different challenges that are
shown.</p>
      <p>Organize groups of people (Social Contact and Status):
organize groups of people with shared objectives; the
students will participate in groups in the topics proposed
in class.
 Listen to a story (Curiosity, Social Contact): stories
appeal to our curiosity about people, places and things.
In this case, the story about the theft of some literary
works will pose an ideal context for students to begin in
the experience and continue in it.</p>
      <p>Competition (Status): the students will like that there is
some competition between the teams but always under a
sense of collaboration to reach the final challenge.
Mystery (Curiosity): achieve a balance between what is
revealed and what remains hidden during the
experience.
1
http://www.get-performance.com/wpcontent/uploads/sites/9/2014/11/43FunQuickSheet.pdf
challenge. This will ensure that the student remains
interested in the experience.
 Social contact: It is essential that students feel like a
group, to achieve, among all, the objective and
challenges that are proposed in the experience.
 Status: The system will make the students to progress in
the experience and give them continuous feedback for it
(letters, experience points, badges, etc.), facing the need
for recognition by the whole team.</p>
      <p>The mechanics (based on the 42 FUNdamentals of John
Radoff1, that is, the activities the students could do in the
experience, were the following ones (we have remarked in
brackets the related dynamics defined above):</p>
      <p>Collect Things (Collect and Status): rewards and other
elements that are given throughout the experience that
allows advance in the gamified experience.
 Find treasures (Collect): people love exploring, it is
very interesting that you have hidden literary works that
the students find by surprise or after a search.</p>
      <p>Mastering a skill (Independence): it is about
progressing in the subject and students gain knowledge
and dominate the content explained and experienced in
class.
 Exploring a world (Curiosity, Independence):
according to an aesthetic and a specific narrative about a
theft of several literary works that allows us to
understand the environment in which the experience is
situated to manage it and achieve the challenge
proposed.</p>
      <p>The game elements2, together with the storytelling, that is,
the pieces that allow to build the system according to
everything previously designed were the following ones:
Onboarding: the student received, a day before starting the
experience, this message with a special storytelling to
awake his/her curiosity and enters in the experience:
“Nobody can stop it anymore. All the media are talking
about it with the following headline: Extra, extra, "The
great theft of the National Library". Several literary works
have been stolen from their shelves. Works written in
different periods of our history: Middle Ages, the
Renaissance, the Baroque, a loss of incalculable value. And
the most curious of all, each stolen work has been replaced
by a card, a card that hides an enigma, a mystery.
Everything points to the fact that the cards can be the key to
discover the author of the theft and recover the literary
works. Different national research groups have been
created. You belong to the Sherlock Holmes´s team and you
have the mission to recover the stolen works. And
depending on your instinct and audacity, maybe you can
also discover the thief.</p>
      <p>Follow the instructions during the first Literature class next
&lt;date&gt; in your classroom. You must get all the cards.
Decipher the enigma. Recover the works. Stop the thief. The
success of this mission depends on you and your group. We
trust on you!”
As the objective is to motivate students to learn Literature,
the storytelling and the mission assigned is related to
Literature and the contents to be learnt during the course, as
well as, the aesthetics associated.</p>
      <p>Balancing at the midgame: It was performed by using
mainly printed material combined with QR codes as digital
approach:
 Tutorial: It introduces the experience to students. Each
group received a leaflet with the instructions that guided
the experience.
</p>
      <p>World: It is the place where things happen, in this case,
the world is the school grounds (mainly the classroom
2
http://www.epicwinblog.net/2013/10/the-35-gamificationmechanics-toolkit.html

and the different places of the school where the literary
works were hidden).</p>
      <p>Mission: It is the objective to achieve and get the final
reward. In this case the goal was to identify the places
where the stolen works were hidden and who was the
thief.
 Levels: The instructional material was structured in
levels, where each level was related to the different
literature eras (Middle Ages, Renaissance and Baroque).
The Figure 1 provides a detailed summary of the
learning content for each level:
of the hidden works and the thief. A detailed economy
of points was developed to manage the total points
earned by students to guarantee the flow in the
experience.
 Fixed Rewards: The students could get some rewards
in form of learning cards after finishing a literary era
(and level) (Figure 1). Those cards included a QR codes
(Figure 3), providing clues to find the hidden works at
each level. With the whole cards and at the end of the
experience, the name of the thief could be formed with
the letters of all the cards. Each time a group of students
managed to pass an era and locate the stolen work, they
got extra points and could unblock the next era.
 Progress Bar: It represents the progress in the
experience for each group. It was visible for all the
students during the class by using the following schema
(Figure 2):
 Points: The students got points (as collectible printed
cards) with the activities done in class based on the
contents to learn in Literature. The contents and
activities to be done in class were gamified too,
applying different formats: three newspapers were
created (one per era) with articles describing the historic
context of each period, puzzles and encrypted messages
to form the plot of a literary work, word searches, live
performances (minstrel chants), etc. A detailed and
complete instructional document were developed with
the activities to be done each day of the experience to be
used by the teacher linked with the whole gamified
system.</p>
      <p>The points could be exchanged then for different things:
0,1 points for the final mark of the subject (2 points as
maximum) of themselves or other group,
scheme/summary of the era, a clue to solve the enigma
 Total Rankings: It represents the global position of
each group in the class. Every day, there will be shown
a ranking with the total number of points achieved by
each team.
 Easter Eggs: As an unexpected surprise, each student
received the cards of each Literature era with their
name, in a box.
 Free Lunch: This element allows to get rewards for
free thanks to the efforts of others. In this case, points
could be given to other groups to get 0,1 points for the
final mark, fostering collaboration.
 Lifejacket: As help in difficult moments, a set of clues
could be exchanged with points to solve the enigma of
the hidden works and the thief.
</p>
      <p>Guilds: The students were organized in groups. A total
of four groups were created, each one identified by a
famous detective: Sherlock Holmes, Hercules Poirot,
Miss Marple and Inspector Clouseau (Figure 4).
Endgame: The final storytelling was developed when the
hidden literary works were found, and the name of the thief
discovered:
“And it was the “Trotaconventos”, a character created in
the literature of the Middle Ages who announced, at the end
of the course, that she was the one who stole the literary
works with her sole desire to protect them from the bonfire
at the hands of the Inquisition. And it was the magic of
alchemy that made the rest, moving these works to this
school at the hands of some groups of students in order to
know the history of the literature of all periods in which
these works were written to understand the literary wealth
that was going to be delivered to them.”
The measured results, according to the indicators
established at the beginning of the project were the
following:

</p>
      <p>Level of participation of the groups in the experience
and the students of each group: all the students initiated
and ended the experience without missing any class.
Although the groups worked properly along the
experience, the pace of the work and the participation of
three students of two groups were down in the middle of
it, so it was necessary to develop a “group conduct
code” where every individual promised to the group and
to the teacher to work at the level and pace of the group
in order to get the individual final mark in the subject
(two points as maximum, as mentioned before).</p>
      <p>Level of motivation of students: A predefined
questionnaire was distributed before and after the
experience with several questions in a scale of 1 to 5
regarding Spanish Literature and their motivation on the
subject: Q1: Do you like Spanish Literature?; Q2: The
approach used by the teacher to teach Spanish Literature
motivates you?; Q3: Are the material used to teach
Spanish Literature appropriate?; Q4: Is it difficult for
you to study and understand Spanish Literature?; Q5: Is
it difficult for you to pass the exam?. Before the
experience, the media of the answers was 1,5 and after
the gamified experience, the media of the answers was
5,0.
 Student's final subject mark: All the students passed
the exam with better marks compared with other
subjects and other previous learning methods. As
reference, last course, the media of the subject´s mark of
a group of 20 students were 6 with 30% of failing
grades. This course, the media was 7,91 with 0% of
failing grades.
</p>
      <p>Level of motivation of the teacher: the teacher was
excited throughout the experience to see her students
motivated, to see the results in their final marks and to
verify that this learning approach was giving very good
results to replicate in other courses.</p>
      <p>CONCLUSION
An experience based on gamification that aims to motivate
students in the learning process is an alternative to other
methods currently used at schools. Intrinsic motivation is
the core of this kind of methods and the creative part is
essential to develop the best experience that invites to
participate and ensures the permanence in it. The
contribution of this work to the educational system is not
only the explanation of strategy followed to create the
experience, but also the experience itself and the
instructional design that supports the effective learning
(among students) and teaching (among teachers) of the
subject. As summary, the experience resulted very
motivated, not only to students but also to the Literature
teacher. Students were active, engaged, involved in the
subject during the whole course (73% more than before).
Even, this group of students, asked for the same type of
experience in Spanish Literature in the next year high
school (fourth-year). The final marks of the students in the
subject were 20% better than the same subject the year
before.</p>
      <p>ACKNOWLEDGMENTS
We thank all the students and the school, who were
involved in this gamified learning experience and also
provided helpful comments during validation phase.</p>
    </sec>
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